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Arthur's Round

A Medieval Knight's Crokinole

Two knights — or four. One round table. Flick your pieces toward the centre well, knock your foe to the moat, and claim the round. March the Road to Camelot in Story mode against nine ever-sharper foes, or host an online table for friends. Built in the workshop with handcrafted pixel art and a real Crokinole rule-set.

FREE · No login STORY · nine foes on the Road to Camelot 2–4 KNIGHTS · local or online with a room code BROWSER · Chrome, Firefox, Safari
⛶ Open in new tab
Gear (top-left) for settings · ⛶ fullscreen · H aim line · R restart v0.6.0 · alpha

⌘ Controls

How to Flick

  • Mouse Your disc rides the cursor along your lane — no clicking needed to position
  • Click + Pull Hold and drag back from the disc — further = more power
  • Release Loose the flick
  • Touch On phones: grab the disc and pull back to sling it · touch your lane to slide it — the board now fills the screen
  • 1–5 Menu shortcuts: Story · Classic · Crazy · Party · Online
  • P Unleash a claimed relic — Crazy Mode powerups
  • Fullscreen — bottom-right corner, in-game
  • Gear / S Settings — music & sound volume (M mutes)
  • H Toggle the full aim trajectory
  • R New match (or retry the stage in Story)

▣ Mechanics

The Rules of the Round

▸ Scoring
20s for the centre hole (the King's Well), 15 inner ring, 10 mid ring, 5 outer. Pegs around the centre guard the high score — and the Well is a real cup: flick too hard and your disc cracks off its wall and rattles back out (though a lucky smash sometimes rattles in).
▸ Open Shots
When an opponent has a disc on the board you must hit it. Miss, and your shot is removed.
▸ The Herald's Count
Each knight looses 8 discs per round (4 each with four knights). When the last one settles, the Herald counts the board disc by disc — the difference goes to the round's victor. First to 50 takes the table.
▸ Story — The Road to Camelot
Nine foes hold the road: a hapless squire, a toll-bridge goblin, the Bandit King, a hedge knight, a marsh troll, a wraith, Morgana's champion, a gilded dragon — and the Black King squatting on Arthur's own chair. Each enters to their own battle anthem — and it scores the whole duel, from first flick to finisher. They talk back as you play (miss and they gloat, strike true and they rage), and it ends in steel: slay them with your blade, or fall and hear their final words. Progress is saved on the map.
▸ Party & Online
Party seats four knights at one table — Team Ivory (bottom & top) versus Team Lapis (left & right), partners opposite, just like real four-handed crokinole. Online, a host shares a 5-letter room code or link and 2 or 4 knights play across the realm — each seeing the board from their own seat, with their lane at the bottom. Name thy knight once and the heralds use it everywhere: lobby seats, turn calls and round verdicts.
▸ Crazy Mode
Roaring stands, flying produce and a demonic minstrel. Relics appear on the board — sweep a disc over one to claim a power: a tomato barrage on your foe, a dragon whose fire shoves their discs off the centre, or a curse that makes their next flick wobble.